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							<channel><title>New Posts For Thread: Session 2</title><link>http://community.wizards.com/dndnext/go/thread/view/75882/29527077/Session_2</link><description>This time we added a new player. He wanted to be a ranger, so he made a bow-fighter with the guide background. They fought zombies and a carrion crawler, then went through a forest, the dwarf got seduced by a dryad, and later they slaughtered kobolds</description><item><title>I do that too.  Especially when it is clear that someone or something is in front of the target.   It works well.</title><link>http://community.wizards.com/dndnext/go/thread/view/75882/29527077/Session_2?post_id=526741849#526741849</link><description>I do that too.  Especially when it is clear that someone or something is in front of the target.   It works well.</description><pubDate>Sun, 09 Dec 2012 12:46:19 -0600</pubDate></item><item><title>Until they release a rule on firing into melee, I'm going to give melee combatants half-cover against ranged attacks. Therefore, an archer can use precise shot to counteract the penalty just like they used to, but it requires the use of an expertise</title><link>http://community.wizards.com/dndnext/go/thread/view/75882/29527077/Session_2?post_id=526728415#526728415</link><description>Until they release a rule on firing into melee, I'm going to give melee combatants half-cover against ranged attacks. Therefore, an archer can use precise shot to counteract the penalty just like they used to, but it requires the use of an expertise</description><pubDate>Sun, 09 Dec 2012 02:33:28 -0600</pubDate></item><item><title>I like just using max damage, plus a wound for critical hits.   In my games, a wound applies a -1 penalty to all rolls until the monster or pc spends a turn to bandage it.   This makes the critical hit more special, but it doesn't break the bank.   W</title><link>http://community.wizards.com/dndnext/go/thread/view/75882/29527077/Session_2?post_id=526704765#526704765</link><description>I like just using max damage, plus a wound for critical hits.   In my games, a wound applies a -1 penalty to all rolls until the monster or pc spends a turn to bandage it.   This makes the critical hit more special, but it doesn't break the bank.   W</description><pubDate>Sat, 08 Dec 2012 07:08:56 -0600</pubDate></item><item><title>Critical hits absolutely need a confirmation roll.  The reason the mechanic was introduced in the first place is that a first-level fighter battling a tenth-level fighter can only hit on a natural 20, but then all his hits are criticals.  Hardly beli</title><link>http://community.wizards.com/dndnext/go/thread/view/75882/29527077/Session_2?post_id=526696467#526696467</link><description>Critical hits absolutely need a confirmation roll.  The reason the mechanic was introduced in the first place is that a first-level fighter battling a tenth-level fighter can only hit on a natural 20, but then all his hits are criticals.  Hardly beli</description><pubDate>Fri, 07 Dec 2012 19:55:19 -0600</pubDate></item><item><title>I don't recall a penalty, but it probably uses the cover rules. (or perhaps should if it doesnt</title><link>http://community.wizards.com/dndnext/go/thread/view/75882/29527077/Session_2?post_id=526683071#526683071</link><description>I don't recall a penalty, but it probably uses the cover rules. (or perhaps should if it doesnt</description><pubDate>Fri, 07 Dec 2012 11:53:12 -0600</pubDate></item></channel></rss>
